I. Introduction
End-user involvement in the design of technology is not new. However, with the emergence of Web2.0 [1] together with the perceived difficulties in the implementation of ICT (Information and Communication Technologies) in learning, a refocus on the user's role in taking ownership of their learning technology has gained much support. The ICT application in Learning contexts was seen as a “silver bullet” to achieve better results. However whilst the ICT application represent an important advance in many contexts (for example, the rise of mobile 'apps'), it does not work with learning [2], [3].